X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.cpp;h=c7d9d4104e248642170e594813111bef6de789ac;hp=ac0be89fdcaee7766bbe8a3ede5765f90d7c691f;hb=800410eef1c0811d046ee2332b3afda21284b876;hpb=b69d9ee3f720ba04bbc22eb24203123f4b79707f diff --git a/src/thread.cpp b/src/thread.cpp index ac0be89f..c385f05e 100644 --- a/src/thread.cpp +++ b/src/thread.cpp @@ -1,7 +1,7 @@ /* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) - Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2013 Marco Costalba, Joona Kiiski, Tord Romstad Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -17,335 +17,379 @@ along with this program. If not, see . */ -#include +#include // For std::count +#include +#include "movegen.h" +#include "search.h" #include "thread.h" #include "ucioption.h" -ThreadsManager Threads; // Global object definition +using namespace Search; -namespace { extern "C" { +ThreadPool Threads; // Global object + +namespace { // start_routine() is the C function which is called when a new thread - // is launched. It simply calls idle_loop() of the supplied thread. - // There are two versions of this function; one for POSIX threads and - // one for Windows threads. + // is launched. It is a wrapper to the virtual function idle_loop(). -#if defined(_MSC_VER) + extern "C" { long start_routine(ThreadBase* th) { th->idle_loop(); return 0; } } - DWORD WINAPI start_routine(LPVOID thread) { - ((Thread*)thread)->idle_loop(NULL); - return 0; - } + // Helpers to launch a thread after creation and joining before delete. Must be + // outside Thread c'tor and d'tor because object shall be fully initialized + // when start_routine (and hence virtual idle_loop) is called and when joining. -#else + template T* new_thread() { + T* th = new T(); + thread_create(th->handle, start_routine, th); // Will go to sleep + return th; + } - void* start_routine(void* thread) { + void delete_thread(ThreadBase* th) { + th->exit = true; // Search must be already finished + th->notify_one(); + thread_join(th->handle); // Wait for thread termination + delete th; + } + +} - ((Thread*)thread)->idle_loop(NULL); - return NULL; - } -#endif +// ThreadBase::notify_one() wakes up the thread when there is some work to do -} } +void ThreadBase::notify_one() { + + mutex.lock(); + sleepCondition.notify_one(); + mutex.unlock(); +} -// wake_up() wakes up the thread, normally at the beginning of the search or, -// if "sleeping threads" is used, when there is some work to do. +// ThreadBase::wait_for() set the thread to sleep until condition 'b' turns true -void Thread::wake_up() { +void ThreadBase::wait_for(volatile const bool& b) { - lock_grab(&sleepLock); - cond_signal(&sleepCond); - lock_release(&sleepLock); + mutex.lock(); + while (!b) sleepCondition.wait(mutex); + mutex.unlock(); } -// cutoff_occurred() checks whether a beta cutoff has occurred in the current -// active split point, or in some ancestor of the split point. +// Thread c'tor just inits data but does not launch any thread of execution that +// instead will be started only upon c'tor returns. -bool Thread::cutoff_occurred() const { +Thread::Thread() /* : splitPoints() */ { // Value-initialization bug in MSVC - for (SplitPoint* sp = splitPoint; sp; sp = sp->parent) - if (sp->is_betaCutoff) - return true; - return false; + searching = false; + maxPly = splitPointsSize = curPage = 0; + activeSplitPoint = NULL; + activePosition = NULL; + idx = Threads.size(); + movePages.resize(MAX_PLY_PLUS_6 * MAX_MOVES); } -// is_available_to() checks whether the thread is available to help the thread with -// threadID "master" at a split point. An obvious requirement is that thread must be -// idle. With more than two threads, this is not by itself sufficient: If the thread -// is the master of some active split point, it is only available as a slave to the -// threads which are busy searching the split point at the top of "slave"'s split -// point stack (the "helpful master concept" in YBWC terminology). +// TimerThread::idle_loop() is where the timer thread waits msec milliseconds +// and then calls check_time(). If msec is 0 thread sleeps until is woken up. +extern void check_time(); -bool Thread::is_available_to(int master) const { +void TimerThread::idle_loop() { - if (state != AVAILABLE) - return false; + while (!exit) + { + mutex.lock(); - // Make a local copy to be sure doesn't become zero under our feet while - // testing next condition and so leading to an out of bound access. - int localActiveSplitPoints = activeSplitPoints; + if (!exit) + sleepCondition.wait_for(mutex, msec ? msec : INT_MAX); - // No active split points means that the thread is available as a slave for any - // other thread otherwise apply the "helpful master" concept if possible. - if ( !localActiveSplitPoints - || splitPoints[localActiveSplitPoints - 1].is_slave[master]) - return true; + mutex.unlock(); - return false; + if (msec) + check_time(); + } } -// read_uci_options() updates number of active threads and other internal -// parameters according to the UCI options values. It is called before -// to start a new search. +// MainThread::idle_loop() is where the main thread is parked waiting to be started +// when there is a new search. Main thread will launch all the slave threads. -void ThreadsManager::read_uci_options() { +void MainThread::idle_loop() { - maxThreadsPerSplitPoint = Options["Maximum Number of Threads per Split Point"].value(); - minimumSplitDepth = Options["Minimum Split Depth"].value() * ONE_PLY; - useSleepingThreads = Options["Use Sleeping Threads"].value(); + while (true) + { + mutex.lock(); - set_size(Options["Threads"].value()); -} + thinking = false; + + while (!thinking && !exit) + { + Threads.sleepCondition.notify_one(); // Wake up UI thread if needed + sleepCondition.wait(mutex); + } + mutex.unlock(); -// set_size() changes the number of active threads and raises do_sleep flag for -// all the unused threads that will go immediately to sleep. + if (exit) + return; -void ThreadsManager::set_size(int cnt) { + searching = true; - assert(cnt > 0 && cnt <= MAX_THREADS); + Search::think(); - activeThreads = cnt; + assert(searching); - for (int i = 0; i < MAX_THREADS; i++) - if (i < activeThreads) - { - // Dynamically allocate pawn and material hash tables according to the - // number of active threads. This avoids preallocating memory for all - // possible threads if only few are used as, for instance, on mobile - // devices where memory is scarce and allocating for MAX_THREADS could - // even result in a crash. - threads[i].pawnTable.init(); - threads[i].materialTable.init(); - - threads[i].do_sleep = false; - } - else - threads[i].do_sleep = true; + searching = false; + } } -// init() is called during startup. Initializes locks and condition variables -// and launches all threads sending them immediately to sleep. +// Thread::cutoff_occurred() checks whether a beta cutoff has occurred in the +// current active split point, or in some ancestor of the split point. -void ThreadsManager::init() { +bool Thread::cutoff_occurred() const { - // Initialize threads lock, used when allocating slaves during splitting - lock_init(&threadsLock); + for (SplitPoint* sp = activeSplitPoint; sp; sp = sp->parentSplitPoint) + if (sp->cutoff) + return true; - // Initialize sleep and split point locks - for (int i = 0; i < MAX_THREADS; i++) - { - lock_init(&threads[i].sleepLock); - cond_init(&threads[i].sleepCond); + return false; +} - for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++) - lock_init(&(threads[i].splitPoints[j].lock)); - } - // Initialize main thread's associated data - threads[0].state = Thread::SEARCHING; - threads[0].threadID = 0; - set_size(1); // This makes all the threads but the main to go to sleep +// Thread::is_available_to() checks whether the thread is available to help the +// thread 'master' at a split point. An obvious requirement is that thread must +// be idle. With more than two threads, this is not sufficient: If the thread is +// the master of some split point, it is only available as a slave to the slaves +// which are busy searching the split point at the top of slaves split point +// stack (the "helpful master concept" in YBWC terminology). - // Create and launch all the threads but the main that is already running, - // threads will go immediately to sleep. - for (int i = 1; i < MAX_THREADS; i++) - { - threads[i].state = Thread::AVAILABLE; - threads[i].threadID = i; +bool Thread::is_available_to(const Thread* master) const { -#if defined(_MSC_VER) - threads[i].handle = CreateThread(NULL, 0, start_routine, (LPVOID)&threads[i], 0, NULL); - bool ok = (threads[i].handle != NULL); -#else - bool ok = (pthread_create(&threads[i].handle, NULL, start_routine, (void*)&threads[i]) == 0); -#endif + if (searching) + return false; - if (!ok) - { - std::cerr << "Failed to create thread number " << i << std::endl; - ::exit(EXIT_FAILURE); - } - } + // Make a local copy to be sure doesn't become zero under our feet while + // testing next condition and so leading to an out of bound access. + int size = splitPointsSize; + + // No split points means that the thread is available as a slave for any + // other thread otherwise apply the "helpful master" concept if possible. + return !size || (splitPoints[size - 1].slavesMask & (1ULL << master->idx)); } -// exit() is called to cleanly terminate the threads when the program finishes +// init() is called at startup to create and launch requested threads, that will +// go immediately to sleep due to 'sleepWhileIdle' set to true. We cannot use +// a c'tor becuase Threads is a static object and we need a fully initialized +// engine at this point due to allocation of Endgames in Thread c'tor. -void ThreadsManager::exit() { +void ThreadPool::init() { - for (int i = 0; i < MAX_THREADS; i++) - { - // Wake up all the slave threads and wait for termination - if (i != 0) - { - threads[i].do_terminate = true; - threads[i].wake_up(); - -#if defined(_MSC_VER) - WaitForSingleObject(threads[i].handle, 0); - CloseHandle(threads[i].handle); -#else - pthread_join(threads[i].handle, NULL); -#endif - } + sleepWhileIdle = true; + timer = new_thread(); + push_back(new_thread()); + read_uci_options(); +} - // Now we can safely destroy locks and wait conditions - lock_destroy(&threads[i].sleepLock); - cond_destroy(&threads[i].sleepCond); - for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++) - lock_destroy(&(threads[i].splitPoints[j].lock)); - } +// exit() cleanly terminates the threads before the program exits - lock_destroy(&threadsLock); +void ThreadPool::exit() { + + delete_thread(timer); // As first because check_time() accesses threads data + + for (iterator it = begin(); it != end(); ++it) + delete_thread(*it); } -// available_slave_exists() tries to find an idle thread which is available as -// a slave for the thread with threadID "master". +// read_uci_options() updates internal threads parameters from the corresponding +// UCI options and creates/destroys threads to match the requested number. Thread +// objects are dynamically allocated to avoid creating in advance all possible +// threads, with included pawns and material tables, if only few are used. -bool ThreadsManager::available_slave_exists(int master) const { +void ThreadPool::read_uci_options() { - assert(master >= 0 && master < activeThreads); + maxThreadsPerSplitPoint = Options["Max Threads per Split Point"]; + minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY; + size_t requested = Options["Threads"]; - for (int i = 0; i < activeThreads; i++) - if (i != master && threads[i].is_available_to(master)) - return true; + assert(requested > 0); - return false; + // Value 0 has a special meaning: We determine the optimal minimum split depth + // automatically. Anyhow the minimumSplitDepth should never be under 4 plies. + if (!minimumSplitDepth) + minimumSplitDepth = (requested < 8 ? 4 : 7) * ONE_PLY; + else + minimumSplitDepth = std::max(4 * ONE_PLY, minimumSplitDepth); + + while (size() < requested) + push_back(new_thread()); + + while (size() > requested) + { + delete_thread(back()); + pop_back(); + } +} + + +// slave_available() tries to find an idle thread which is available as a slave +// for the thread 'master'. + +Thread* ThreadPool::available_slave(const Thread* master) const { + + for (const_iterator it = begin(); it != end(); ++it) + if ((*it)->is_available_to(master)) + return *it; + + return NULL; } // split() does the actual work of distributing the work at a node between -// several available threads. If it does not succeed in splitting the -// node (because no idle threads are available, or because we have no unused -// split point objects), the function immediately returns. If splitting is -// possible, a SplitPoint object is initialized with all the data that must be -// copied to the helper threads and we tell our helper threads that they have -// been assigned work. This will cause them to instantly leave their idle loops and -// call search().When all threads have returned from search() then split() returns. +// several available threads. If it does not succeed in splitting the node +// (because no idle threads are available), the function immediately returns. +// If splitting is possible, a SplitPoint object is initialized with all the +// data that must be copied to the helper threads and then helper threads are +// told that they have been assigned work. This will cause them to instantly +// leave their idle loops and call search(). When all threads have returned from +// search() then split() returns. template -Value ThreadsManager::split(Position& pos, SearchStack* ss, Value alpha, Value beta, - Value bestValue, Depth depth, Move threatMove, - int moveCount, MovePicker* mp, int nodeType) { - assert(pos.is_ok()); - assert(bestValue >= -VALUE_INFINITE); - assert(bestValue <= alpha); - assert(alpha < beta); - assert(beta <= VALUE_INFINITE); - assert(depth > DEPTH_ZERO); - assert(pos.thread() >= 0 && pos.thread() < activeThreads); - assert(activeThreads > 1); - - int i, master = pos.thread(); - Thread& masterThread = threads[master]; - - // If we already have too many active split points, don't split - if (masterThread.activeSplitPoints >= MAX_ACTIVE_SPLIT_POINTS) - return bestValue; - - // Pick the next available split point object from the split point stack - SplitPoint* sp = masterThread.splitPoints + masterThread.activeSplitPoints; - - // Initialize the split point object - sp->parent = masterThread.splitPoint; - sp->master = master; - sp->is_betaCutoff = false; - sp->depth = depth; - sp->threatMove = threatMove; - sp->alpha = alpha; - sp->beta = beta; - sp->nodeType = nodeType; - sp->bestValue = bestValue; - sp->mp = mp; - sp->moveCount = moveCount; - sp->pos = &pos; - sp->nodes = 0; - sp->ss = ss; - for (i = 0; i < activeThreads; i++) - sp->is_slave[i] = false; - - // If we are here it means we are not available - assert(masterThread.state == Thread::SEARCHING); - - int workersCnt = 1; // At least the master is included +void Thread::split(Position& pos, const Stack* ss, Value alpha, Value beta, Value* bestValue, + Move* bestMove, Depth depth, Move threatMove, int moveCount, + MovePicker* movePicker, int nodeType, bool cutNode) { + + assert(pos.pos_is_ok()); + assert(*bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE); + assert(*bestValue > -VALUE_INFINITE); + assert(depth >= Threads.minimumSplitDepth); + assert(searching); + assert(splitPointsSize < MAX_SPLITPOINTS_PER_THREAD); + + // Pick the next available split point from the split point stack + SplitPoint& sp = splitPoints[splitPointsSize]; + + sp.masterThread = this; + sp.parentSplitPoint = activeSplitPoint; + sp.slavesMask = 1ULL << idx; + sp.depth = depth; + sp.bestValue = *bestValue; + sp.bestMove = *bestMove; + sp.threatMove = threatMove; + sp.alpha = alpha; + sp.beta = beta; + sp.nodeType = nodeType; + sp.cutNode = cutNode; + sp.movePicker = movePicker; + sp.moveCount = moveCount; + sp.pos = &pos; + sp.nodes = 0; + sp.cutoff = false; + sp.ss = ss; // Try to allocate available threads and ask them to start searching setting - // the state to Thread::WORKISWAITING, this must be done under lock protection - // to avoid concurrent allocation of the same slave by another master. - lock_grab(&threadsLock); + // 'searching' flag. This must be done under lock protection to avoid concurrent + // allocation of the same slave by another master. + Threads.mutex.lock(); + sp.mutex.lock(); - for (i = 0; !Fake && i < activeThreads && workersCnt < maxThreadsPerSplitPoint; i++) - if (i != master && threads[i].is_available_to(master)) - { - workersCnt++; - sp->is_slave[i] = true; - threads[i].splitPoint = sp; + splitPointsSize++; + activeSplitPoint = &sp; + activePosition = NULL; - // This makes the slave to exit from idle_loop() - threads[i].state = Thread::WORKISWAITING; + size_t slavesCnt = 1; // This thread is always included + Thread* slave; - if (useSleepingThreads) - threads[i].wake_up(); - } + while ( (slave = Threads.available_slave(this)) != NULL + && ++slavesCnt <= Threads.maxThreadsPerSplitPoint && !Fake) + { + sp.slavesMask |= 1ULL << slave->idx; + slave->activeSplitPoint = &sp; + slave->searching = true; // Slave leaves idle_loop() + slave->notify_one(); // Could be sleeping + } + + // Everything is set up. The master thread enters the idle loop, from which + // it will instantly launch a search, because its 'searching' flag is set. + // The thread will return from the idle loop when all slaves have finished + // their work at this split point. + if (slavesCnt > 1 || Fake) + { + sp.mutex.unlock(); + Threads.mutex.unlock(); - lock_release(&threadsLock); + Thread::idle_loop(); // Force a call to base class idle_loop() - // We failed to allocate even one slave, return - if (!Fake && workersCnt == 1) - return bestValue; + // In helpful master concept a master can help only a sub-tree of its split + // point, and because here is all finished is not possible master is booked. + assert(!searching); + assert(!activePosition); - masterThread.splitPoint = sp; - masterThread.activeSplitPoints++; - masterThread.state = Thread::WORKISWAITING; + // We have returned from the idle loop, which means that all threads are + // finished. Note that setting 'searching' and decreasing splitPointsSize is + // done under lock protection to avoid a race with Thread::is_available_to(). + Threads.mutex.lock(); + sp.mutex.lock(); + } - // Everything is set up. The master thread enters the idle loop, from - // which it will instantly launch a search, because its state is - // Thread::WORKISWAITING. We send the split point as a second parameter to - // the idle loop, which means that the main thread will return from the idle - // loop when all threads have finished their work at this split point. - masterThread.idle_loop(sp); + searching = true; + splitPointsSize--; + activeSplitPoint = sp.parentSplitPoint; + activePosition = &pos; + pos.set_nodes_searched(pos.nodes_searched() + sp.nodes); + *bestMove = sp.bestMove; + *bestValue = sp.bestValue; - // In helpful master concept a master can help only a sub-tree, and - // because here is all finished is not possible master is booked. - assert(masterThread.state == Thread::AVAILABLE); + sp.mutex.unlock(); + Threads.mutex.unlock(); +} - // We have returned from the idle loop, which means that all threads are - // finished. Note that changing state and decreasing activeSplitPoints is done - // under lock protection to avoid a race with Thread::is_available_to(). - lock_grab(&threadsLock); +// Explicit template instantiations +template void Thread::split(Position&, const Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int, bool); +template void Thread::split< true>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int, bool); - masterThread.state = Thread::SEARCHING; - masterThread.activeSplitPoints--; - lock_release(&threadsLock); +// wait_for_think_finished() waits for main thread to go to sleep then returns - masterThread.splitPoint = sp->parent; - pos.set_nodes_searched(pos.nodes_searched() + sp->nodes); +void ThreadPool::wait_for_think_finished() { - return sp->bestValue; + MainThread* t = main(); + t->mutex.lock(); + while (t->thinking) sleepCondition.wait(t->mutex); + t->mutex.unlock(); } -// Explicit template instantiations -template Value ThreadsManager::split(Position&, SearchStack*, Value, Value, Value, Depth, Move, int, MovePicker*, int); -template Value ThreadsManager::split(Position&, SearchStack*, Value, Value, Value, Depth, Move, int, MovePicker*, int); + +// start_thinking() wakes up the main thread sleeping in MainThread::idle_loop() +// so to start a new search, then returns immediately. + +void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits, + const std::vector& searchMoves, StateStackPtr& states) { + wait_for_think_finished(); + + SearchTime = Time::now(); // As early as possible + + Signals.stopOnPonderhit = Signals.firstRootMove = false; + Signals.stop = Signals.failedLowAtRoot = false; + + RootMoves.clear(); + RootPos = pos; + Limits = limits; + if (states.get()) // If we don't set a new position, preserve current state + { + SetupStates = states; // Ownership transfer here + assert(!states.get()); + } + + for (MoveList it(pos); *it; ++it) + if ( searchMoves.empty() + || std::count(searchMoves.begin(), searchMoves.end(), *it)) + RootMoves.push_back(RootMove(*it)); + + main()->thinking = true; + main()->notify_one(); // Starts main thread +}